summaryrefslogtreecommitdiff
path: root/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/WorldSpaceLightDirHlpNode.cs
diff options
context:
space:
mode:
Diffstat (limited to 'Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/WorldSpaceLightDirHlpNode.cs')
-rw-r--r--Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/WorldSpaceLightDirHlpNode.cs78
1 files changed, 78 insertions, 0 deletions
diff --git a/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/WorldSpaceLightDirHlpNode.cs b/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/WorldSpaceLightDirHlpNode.cs
new file mode 100644
index 00000000..28480030
--- /dev/null
+++ b/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/WorldSpaceLightDirHlpNode.cs
@@ -0,0 +1,78 @@
+// Amplify Shader Editor - Visual Shader Editing Tool
+// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
+
+using System;
+using UnityEngine;
+using UnityEditor;
+
+namespace AmplifyShaderEditor
+{
+ [Serializable]
+ [NodeAttributes( "World Space Light Dir", "Light", "Computes normalized world space light direction" )]
+ public sealed class WorldSpaceLightDirHlpNode : HelperParentNode
+ {
+ private const string NormalizeOptionStr = "Safe Normalize";
+
+ [SerializeField]
+ private bool m_safeNormalize = false;
+
+ protected override void CommonInit( int uniqueId )
+ {
+ base.CommonInit( uniqueId );
+ m_funcType = "UnityWorldSpaceLightDir";
+ m_inputPorts[ 0 ].Visible = false;
+ m_outputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT3, false );
+ m_outputPorts[ 0 ].Name = "XYZ";
+
+ AddOutputPort( WirePortDataType.FLOAT, "X" );
+ AddOutputPort( WirePortDataType.FLOAT, "Y" );
+ AddOutputPort( WirePortDataType.FLOAT, "Z" );
+
+ m_useInternalPortData = false;
+ m_drawPreviewAsSphere = true;
+ m_autoWrapProperties = true;
+ m_textLabelWidth = 120;
+ m_previewShaderGUID = "2e8dc46eb6fb2124d9f0007caf9567e3";
+ }
+
+ public override void PropagateNodeData( NodeData nodeData, ref MasterNodeDataCollector dataCollector )
+ {
+ base.PropagateNodeData( nodeData, ref dataCollector );
+ if( m_safeNormalize )
+ dataCollector.SafeNormalizeLightDir = true;
+ }
+
+ public override void DrawProperties()
+ {
+ base.DrawProperties();
+ m_safeNormalize = EditorGUILayoutToggle( NormalizeOptionStr, m_safeNormalize );
+ EditorGUILayout.HelpBox( "Having safe normalize ON makes sure your light vector is not zero even if there's no lights in your scene.", MessageType.None );
+ }
+
+ public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
+ {
+ if( dataCollector.IsTemplate )
+ return GetOutputVectorItem( 0, outputId, dataCollector.TemplateDataCollectorInstance.GetWorldSpaceLightDir( CurrentPrecisionType ) ); ;
+
+ dataCollector.AddToIncludes( UniqueId, Constants.UnityCgLibFuncs );
+ dataCollector.AddToInput( UniqueId, SurfaceInputs.WORLD_POS );
+
+ return GetOutputVectorItem( 0, outputId, GeneratorUtils.GenerateWorldLightDirection( ref dataCollector, UniqueId, CurrentPrecisionType ) );
+ }
+
+ public override void ReadFromString( ref string[] nodeParams )
+ {
+ base.ReadFromString( ref nodeParams );
+ if( UIUtils.CurrentShaderVersion() > 15201 )
+ {
+ m_safeNormalize = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) );
+ }
+ }
+
+ public override void WriteToString( ref string nodeInfo, ref string connectionsInfo )
+ {
+ base.WriteToString( ref nodeInfo, ref connectionsInfo );
+ IOUtils.AddFieldValueToString( ref nodeInfo, m_safeNormalize );
+ }
+ }
+}